dkatryl Posted April 26 Author Posted April 26 (edited) My previous attempt to play Fallout 4 years ago, after getting it on a decent Steam Sale, pretty much involved getting out of the Vault at the start, looking down at a skeleton near the exit, then getting a CTD, and I was like, meh and didn't try again. Fast forward however many years it's been, and I had a hankering to give it another try. Started the process to go out to Nexus to see what all mods were out there for it, then I was like, I wonder if there's any Sexlab Framework related stuff for it like Skyrim had? And lo and behold, not only is there stuff for Fallout, but I stumbled across *this* blast from the past! 😁 That said, apologies to anyone that has tried to use it with the more current versions of Skyrim and found it doesn't work. I wouldn't care if it was just a matter of newer and better mods that came along, but knowing mine simply doesn't work anymore gives me the frowny face, given how much time I spent developing it back in the day. I haven't played Skyrim in over a decade, and when I last played, only LE existed. I considered the mod "complete" and it served me up through the end of my time playing. So I haven't kept up with the later versions of Skyrim or how the mod scene has evolved. I have SE (I guess that was automatically added to my Steam library? 🤔), but I haven't played it. I don't have the AE, nor do I plan to get it. Given that I don't know if we'll *ever* see a new TES get released, when I finish with Fallout, I might goof around with the SE version. No promises, but if I do that, I'll probably want my mod to work for myself, which means I will have to relearn whatever the hell I did over a decade ago in order to do that. *If* I go down that modding rabbit hole again, I will update it on here. Edited April 26 by dkatryl 1
dkatryl Posted April 27 Author Posted April 27 Well, I went meh with Fallout over the weekend, so I got the SLFramework 1.66b installed and working, and now just for shits, installed SLSubmit directly into SE with MO2 to see how it's broken, and it's "Won't even load game, immediate CTD". At a guess, the .esp needs to be completely rebuilt using the SE .esm at a minimum, since it was built on the original LE .esm. So... off to do some reading.
dkatryl Posted April 28 Author Posted April 28 Well, I was able to successfully load the .esp into the Creation Kit 64, then save it, as well as use CAO to extract/repact the .BSA files, add it to my mod list, and launch SSE with Submit working! The MCM menu wasn't linking the text properly, and I have a handful of errors/warnings that the Creation Kit 64 was giving me that I will want to clean up, but the fact I went from "This won't load at all, I have no idea where to even begin" after not touching Skyrim in a decade to "Hey, it loads, and the most basic features appear to work!" in a single night, so I'm gonna call that a success! 😄 I definitely have some cleanup to do, and lots of stuff to refresh my memory over, but not having to rebuild the .ESP by hand was a huge win! 🥳 Maybe I'll have a working version ready for Beta by the weekend? 🤔 If/when I do I suppose I will create a thread for it over on the SE forum.
CaptainJ03 Posted April 28 Posted April 28 On 4/26/2026 at 6:53 AM, dkatryl said: I have SE (I guess that was automatically added to my Steam library? 🤔), but I haven't played it. I don't have the AE, nor do I plan to get it. SE was a free giveaway ages ago when you had LE installed. If you've just downloaded your SE game, you have AE. If you look in your game folder, version number will be 1.6.1170
dkatryl Posted April 28 Author Posted April 28 16 hours ago, CaptainJ03 said: SE was a free giveaway ages ago when you had LE installed. If you've just downloaded your SE game, you have AE. If you look in your game folder, version number will be 1.6.1170 Yep, I've come to understand that SE vs AE is mostly semantics, and if you have the paid DLC or not, but the 1.6.1170 is all that matters.
dkatryl Posted April 29 Author Posted April 29 Lol, I feel so derp now. Trying to figure out why everything seemed to work, other than the MCM showing tokens, despite having the original ENGLISH files, plus the 6 translated ones. Then I realized, oh yeah, I renamed the mod to 'Sexlab Submit SE' to differentiate. But didn't change the translation filenames. Derp! Now the MCM reads properly.
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